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Hido
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Posted - 2004.11.04 08:38:00 -
[61]
Originally by: Elenia Kheynes The quickest way to end the logoff tactic would be corporations gaining a bit of honor and kicking out their members using those tactics. This tactic is lame and used by people who just cannot assume their defeat, their mistakes :p
I can understand that people are scared to loose part of their "preciousss" assets and go back mining. Especially if they meet me while mining But hell, even if it's a game, I'd prefer to go back to the Veldspar mining stage in ibis rather than loose my dignity If I loose it, then is is not much difference between me and the corp thief.
Simply put the best way to get rid of log-offs is to make it so that when a player logs off his ship stays in space. If ships stay in space after logging off then do you think people will leave their ships parked there to get blown up? Also there is no problem with accidentals like CTD and connection drops cause all you have to do is log back into the game and you can keep your ship to fight another day.
I am sure people will ***** about how they are in the middle of .0 space and it takes too long to dock, so if that is the case then I say "fly home sooner".
Very soon POS's are coming into TQ and with that you would be able to dock your ship at a yard in middle of .0 space, which is even more reason for people in .0 space to get their stations up and running.
Lets stop with all this chit chat and get back to basics, you either get into a safe piece of space or risk loosing a ship.
Simple, easy = problem solved! 
Living the life Havin it large Welcome to the land of the rising sun |

Hido
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Posted - 2004.11.04 08:38:00 -
[62]
Originally by: Elenia Kheynes The quickest way to end the logoff tactic would be corporations gaining a bit of honor and kicking out their members using those tactics. This tactic is lame and used by people who just cannot assume their defeat, their mistakes :p
I can understand that people are scared to loose part of their "preciousss" assets and go back mining. Especially if they meet me while mining But hell, even if it's a game, I'd prefer to go back to the Veldspar mining stage in ibis rather than loose my dignity If I loose it, then is is not much difference between me and the corp thief.
Simply put the best way to get rid of log-offs is to make it so that when a player logs off his ship stays in space. If ships stay in space after logging off then do you think people will leave their ships parked there to get blown up? Also there is no problem with accidentals like CTD and connection drops cause all you have to do is log back into the game and you can keep your ship to fight another day.
I am sure people will ***** about how they are in the middle of .0 space and it takes too long to dock, so if that is the case then I say "fly home sooner".
Very soon POS's are coming into TQ and with that you would be able to dock your ship at a yard in middle of .0 space, which is even more reason for people in .0 space to get their stations up and running.
Lets stop with all this chit chat and get back to basics, you either get into a safe piece of space or risk loosing a ship.
Simple, easy = problem solved! 
Living the life Havin it large Welcome to the land of the rising sun |

Hakera
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Posted - 2004.11.04 09:00:00 -
[63]
Edited by: Hakera on 04/11/2004 09:04:00
that (persistant ships) was already ruled out by CCP has a bad idea due to db load. Not quite as easy as it sounds on paper! 
Dumbledore - Eve-I.com |

Hakera
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Posted - 2004.11.04 09:00:00 -
[64]
Edited by: Hakera on 04/11/2004 09:04:00
that (persistant ships) was already ruled out by CCP has a bad idea due to db load. Not quite as easy as it sounds on paper! 
Dumbledore - Eve-I.com |

meowcat
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Posted - 2004.11.04 09:07:00 -
[65]
the problem with persistant ships in space, is that those of us with lives sometimes have to stop playing eve ||| RIGHT NOW |||
while i am also annoyed by ppl logging off, the problem for me is when someone logs off while actually locked/scrambled etc - the timers aren't long enough, and i've had ships just disappear into thin air (not warp away) while scrambled.
this problem will never go away, unless someone, somehow finds a way to distinguish between:
1- people with dodgy ISPs getting booted 2- people with screaming offspring to attend to 3- people avoiding death by pulling the cat 5 cable out of their modem 4- people strategically logging on/off in a coordinated fashion
you have to cater to 1 & 2, or CCP will be out of business |

meowcat
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Posted - 2004.11.04 09:07:00 -
[66]
the problem with persistant ships in space, is that those of us with lives sometimes have to stop playing eve ||| RIGHT NOW |||
while i am also annoyed by ppl logging off, the problem for me is when someone logs off while actually locked/scrambled etc - the timers aren't long enough, and i've had ships just disappear into thin air (not warp away) while scrambled.
this problem will never go away, unless someone, somehow finds a way to distinguish between:
1- people with dodgy ISPs getting booted 2- people with screaming offspring to attend to 3- people avoiding death by pulling the cat 5 cable out of their modem 4- people strategically logging on/off in a coordinated fashion
you have to cater to 1 & 2, or CCP will be out of business |

Faramir
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Posted - 2004.11.04 09:31:00 -
[67]
I think most people are looking at this from only side or one point of view if you wish.
there are so many sides to logging on and off that it is very hard to find a "middle way" or the best solution.
When finding a solution, CCP has to find a middle way between: Hardcore players VS Casual players Crashes, disconnects, etc. VS intended log offs (undetectable afaik) Those that do know how to make hard to find safespots VS those that don't know how safespots work People that log off for the next XX hours or XX days... VS those that play 23/7.
I used to be a hardcore player. Playing 23/7 if I could. I've now been working as an intern for the last 2 months and this severely limited my gametime. I now have to log off with the knowledge I won't be on for the next 16-20 hours. This is A LOT of time for someone to find a safespot (even a decently made one).
When the PA left battleships out in space "parked" we would find several a day. (within let's say 10 hours). Now how would I possibly be able to be "safe" when I log off for a day or more. It would put an end to the game for me personally. I would no longer be able to operate in 0.0
No matter how great persistent ships sound when trying to hunt or kill people, it turns out to be a bad idea when you're on the flipside.
What solution is needed? I don't know. I think first off all that the log-off timer should be longer, since you already have the "emergency-warp"-future to move your ship away if you're not pinned down. (Even when pinned down people can escape too easily without penalty and then gloating in local later on).
A good solution to log-on ganking would be a power-up-mode in my opinion. Let everyone have 5 mins before his ship is powered up and usable. But take into account disconnections etc. So let the power up mode only get initiated after being logged off for 10-15 mins or so.
Now these solutions don't solve everything, but I think are steps in the right direction.
But untill we know how safespots can be found it will be hard to find a solution with the logging on/off of fleets, ganksquads or those individuals that try to save their ships.
I think it's good to talk about it and discuss it, but we'll have to wait for Exodus to be in before we can put in some serious thought.
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Faramir
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Posted - 2004.11.04 09:31:00 -
[68]
I think most people are looking at this from only side or one point of view if you wish.
there are so many sides to logging on and off that it is very hard to find a "middle way" or the best solution.
When finding a solution, CCP has to find a middle way between: Hardcore players VS Casual players Crashes, disconnects, etc. VS intended log offs (undetectable afaik) Those that do know how to make hard to find safespots VS those that don't know how safespots work People that log off for the next XX hours or XX days... VS those that play 23/7.
I used to be a hardcore player. Playing 23/7 if I could. I've now been working as an intern for the last 2 months and this severely limited my gametime. I now have to log off with the knowledge I won't be on for the next 16-20 hours. This is A LOT of time for someone to find a safespot (even a decently made one).
When the PA left battleships out in space "parked" we would find several a day. (within let's say 10 hours). Now how would I possibly be able to be "safe" when I log off for a day or more. It would put an end to the game for me personally. I would no longer be able to operate in 0.0
No matter how great persistent ships sound when trying to hunt or kill people, it turns out to be a bad idea when you're on the flipside.
What solution is needed? I don't know. I think first off all that the log-off timer should be longer, since you already have the "emergency-warp"-future to move your ship away if you're not pinned down. (Even when pinned down people can escape too easily without penalty and then gloating in local later on).
A good solution to log-on ganking would be a power-up-mode in my opinion. Let everyone have 5 mins before his ship is powered up and usable. But take into account disconnections etc. So let the power up mode only get initiated after being logged off for 10-15 mins or so.
Now these solutions don't solve everything, but I think are steps in the right direction.
But untill we know how safespots can be found it will be hard to find a solution with the logging on/off of fleets, ganksquads or those individuals that try to save their ships.
I think it's good to talk about it and discuss it, but we'll have to wait for Exodus to be in before we can put in some serious thought.
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meowcat
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Posted - 2004.11.04 09:59:00 -
[69]
powerup mode is an excellent idea ~~~~)\~~~~~\o/~~~~
yeah but no but yeah but no but |

meowcat
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Posted - 2004.11.04 09:59:00 -
[70]
powerup mode is an excellent idea ~~~~)\~~~~~\o/~~~~
yeah but no but yeah but no but |
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kurg
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Posted - 2004.11.04 10:04:00 -
[71]
also a dynamic timeout timer (visible on screen) where normally it would be close to instant, if theres hostiles in local it would be slightly larger, if someone targeted/fired on you it would be even larger, and if you targeted fired on somone it would be at max (whatever that should be)
even the paranoid has real enemies...
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kurg
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Posted - 2004.11.04 10:04:00 -
[72]
also a dynamic timeout timer (visible on screen) where normally it would be close to instant, if theres hostiles in local it would be slightly larger, if someone targeted/fired on you it would be even larger, and if you targeted fired on somone it would be at max (whatever that should be)
even the paranoid has real enemies...
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Joshua Calvert
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Posted - 2004.11.04 10:08:00 -
[73]
PowerUp Mode is a good idea.
If you've logged off for less than 15 minutes, you should not face any penalty.
Logged off for more than an hour but less than 6, you should face the full penalty of modules deactivated/cap gone etc etc.
Logged off for more than 6 hours, you should not face any penalty.

Just an example of how I'd work it.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Joshua Calvert
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Posted - 2004.11.04 10:08:00 -
[74]
PowerUp Mode is a good idea.
If you've logged off for less than 15 minutes, you should not face any penalty.
Logged off for more than an hour but less than 6, you should face the full penalty of modules deactivated/cap gone etc etc.
Logged off for more than 6 hours, you should not face any penalty.

Just an example of how I'd work it.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

kurg
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Posted - 2004.11.04 10:18:00 -
[75]
hmmm I like the powerup idea but, powering up all the modules currently takes forever, so it would need some balancing, it would be a real pleasure killer to have to use 30 minutes or more to powerup ones modules, if your connection bust for an hour, or your woman demanded you did *insert common household task* NOW! but some middlegroud could work
even the paranoid has real enemies...
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kurg
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Posted - 2004.11.04 10:18:00 -
[76]
hmmm I like the powerup idea but, powering up all the modules currently takes forever, so it would need some balancing, it would be a real pleasure killer to have to use 30 minutes or more to powerup ones modules, if your connection bust for an hour, or your woman demanded you did *insert common household task* NOW! but some middlegroud could work
even the paranoid has real enemies...
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Joshua Calvert
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Posted - 2004.11.04 10:20:00 -
[77]
Originally by: kurg hmmm I like the powerup idea but, powering up all the modules currently takes forever, so it would need some balancing, it would be a real pleasure killer to have to use 30 minutes or more to powerup ones modules, if your connection bust for an hour, or your woman demanded you did *insert common household task* NOW! but some middlegroud could work
Just invent a new type of activation that is time-based not cap-based.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Joshua Calvert
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Posted - 2004.11.04 10:20:00 -
[78]
Originally by: kurg hmmm I like the powerup idea but, powering up all the modules currently takes forever, so it would need some balancing, it would be a real pleasure killer to have to use 30 minutes or more to powerup ones modules, if your connection bust for an hour, or your woman demanded you did *insert common household task* NOW! but some middlegroud could work
Just invent a new type of activation that is time-based not cap-based.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

kurg
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Posted - 2004.11.04 10:24:00 -
[79]
I dont mind it being cap based, but the current balancing is really wild
even the paranoid has real enemies...
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kurg
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Posted - 2004.11.04 10:24:00 -
[80]
I dont mind it being cap based, but the current balancing is really wild
even the paranoid has real enemies...
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Ulfar
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Posted - 2004.11.04 10:31:00 -
[81]
How about making the ships stay for 3 to 5 minutes.
Make it so that your ship doesn't do anything but is vulnerable.
This would mean logging of during battle is not an option as you will have peope pounding on you but if you can get away from your opponent you can log.
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Ulfar
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Posted - 2004.11.04 10:31:00 -
[82]
How about making the ships stay for 3 to 5 minutes.
Make it so that your ship doesn't do anything but is vulnerable.
This would mean logging of during battle is not an option as you will have peope pounding on you but if you can get away from your opponent you can log.
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Joshua Calvert
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Posted - 2004.11.04 10:33:00 -
[83]
Perhaps distance from the nearest interstellar object can factor in the length of time your ships stays persistant?
This would mean the further you are from a planet/moon etc the longer your ship stays in-system and the more chance if has of being found by a safespot hunter?
10 minutes for every au or something.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Joshua Calvert
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Posted - 2004.11.04 10:33:00 -
[84]
Perhaps distance from the nearest interstellar object can factor in the length of time your ships stays persistant?
This would mean the further you are from a planet/moon etc the longer your ship stays in-system and the more chance if has of being found by a safespot hunter?
10 minutes for every au or something.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

kurg
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Posted - 2004.11.04 10:56:00 -
[85]
Heh josh I think thats the best idea yet actually
even the paranoid has real enemies...
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kurg
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Posted - 2004.11.04 10:56:00 -
[86]
Heh josh I think thats the best idea yet actually
even the paranoid has real enemies...
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kurg
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Posted - 2004.11.04 11:30:00 -
[87]
but it probably should be combined with a 'hostile act' timer, so if nothing has ocurred you wont have to fear logging out, and then some random pc passing by nuking you.
even the paranoid has real enemies...
|

kurg
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Posted - 2004.11.04 11:30:00 -
[88]
but it probably should be combined with a 'hostile act' timer, so if nothing has ocurred you wont have to fear logging out, and then some random pc passing by nuking you.
even the paranoid has real enemies...
|

DeerHunter GE
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Posted - 2004.11.04 14:07:00 -
[89]
The Shiva "solution" sound very good to me....except.... There should be an timeframe e.g. 30 mins, if you log of for longer than these 30...maybe 10 minutes you have to switch on all modules again. I would prefer this because i have sometimes the problem to get kicked out of the game due to system crashes, provider problems.....an some other things, if i need to switch all modules on, over and over again i would be ****ed.... Don't ask "can i have your stuff" because i'll give it to everybody else than you! |

DeerHunter GE
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Posted - 2004.11.04 14:07:00 -
[90]
The Shiva "solution" sound very good to me....except.... There should be an timeframe e.g. 30 mins, if you log of for longer than these 30...maybe 10 minutes you have to switch on all modules again. I would prefer this because i have sometimes the problem to get kicked out of the game due to system crashes, provider problems.....an some other things, if i need to switch all modules on, over and over again i would be ****ed.... Don't ask "can i have your stuff" because i'll give it to everybody else than you! |
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